I'm not suggesting giving Ex phase armour or giving him a standard armoured attack (like on Tele). I'm just saying that on wakeup make the distance travelled increased because currently characters can stand in a position where if he wakes up then they can punish but if he doesn't they get pressure - the risk/reward when you think about it isn't exactly in his favour since the opposer can cover two options at once.
F2 is actually a good mid, I don't believe for a second that it's 14 frames. Leads into F21 which is an excellent string. I think F1 is fine, I was playing against BornThroughTheAshes (I think that's the name) and he caught on that I used F1 a lot and just poked me and I had brainwashed myself to believe that F1 was this ultimate tool - it's good but it's not like a counter-poke tool or anything; F4 is great for that. I've changed my game since then lol. Smoke Bomb being -6 is fine if the opponent isn't abusing the fact that everything into it has a gap so you're technically not fully safe cancelling into Smoke Bomb. The tracking is fine but people can forward jump on reaction to the fact that it's 31 frames startup + travelling frames. You can put it infront of them if you think they're going to do a command dash (alien/reptile) or advancing special, which is neat. I think he'd have a more full screen presence if Smoke Bomb was faster. Currently at fullscreen his Smoke Bombs are a joke - it actually makes me scared when I throw one, I feel like I'm going to get punished Kenshi style. I'd love to see B1~Smoke bomb connect on hit (which can be achieved with a faster Smoke Bomb
).
This early on, that's my issues really.
Distance on EX Smoke Towards, B1~SB and Smoke Bomb startup.
I'm open to suggestion of course, it's still early. Maybe I'm stuck in the past with MK9 Smoke. Maybe RSB is dead. Maybe Smoke's only a vortex character and NRS are scared of making him Batgirl.